June 7th Updates:
Slushie slinger tips.

intro
teams
yooyuball
scoring
ball specs
2ndary games
gossip
link back/out

INTRO

In the advent of the Second Annual Altador Cup (also know as ACII), thousands of Neopians have flocked to the Coliseum to support their team and their land. Based on the native Altadorian sport called Yooyuball, one of sixteen teams will emerge as the Yooyuball champions and take home the prized Cup.

Last year, the Haunted Woods team left the stadium victorious. This summer, fifteen returning teams and one new team will compete.

This page was created by a Roo Island supporter, but is open to all teams, lands, players and Neopians (o:

The page is pretty self explanatory - navigation can be accessed above or you may simply scroll through the plethora of information using your friendly down arrow or mouse. If you like what you see, feel free to send in comments or link to us using the banners here.

  

TEAMS

There are sixteen teams playing in this year's Altador Cup (III): Altador, Brightvale, Darigan Citadel, Faerieland, Haunted Woods, Kreludor, Krawk Island, Shenkuu, Lost Desert, Maraqua, Meridell, Mystery Island, Roo Island, Terror Mountain, Tyrannia, and Virtupets.

In 2006 (ACI), Kreludor played in the spot of Shenkuu.

In 2008 (ACIII), Kreludor returned to the lineup in the place of Kiko Lake.

 

YOOYUBALL

Yooyuball is a flash game that hybridizes principles of soccer (football) and hockey. In it, two teams attempt to throw the Yooyuball into the opposing team's goal net. There are five players to each team. One is the goalie; this player cannot leave the goalie zone and may only hold the ball for 5 seconds. Your four remaining players monopolize the game court for offense and defense.

When you open a new Yooyuball game, you will be asked two questions:

which direction of play


This is entirely due to personal preference. It may depend on what handedness you are. I personally play right to left, and all the animations in this guide are depicted in this mode.

and what preferred formation

3-1: offensive

This formation begins with most of your players closest to center court, and thus, the ball. Your goal, however, is left mostly untended. Using this formation requires that you move quickly to obtain the ball first.

2-2: balanced

This formation spreads your players out on your side of the court. Though this gives you a wider command of the field, opponents will find a straight shot into your goal.

1-3: defensive

This formation lines most of your player up in front of your goal, and a center player close to the ball.

TIP! Remember that the formation you choose is also the formation that the opposing team will have. If you choose a strong defense for your team, your opponents will have a strong defense as well. I personally play with the 3-1/offensive formation and nab the ball early, leaving the other team's goal with weak defense.

After you've chosen, the opening animation will play and the game will begin.

TIP! To speed up your game play, press SPACEBAR during the opening animation and it will cut straight to the court.

Now let's talk about how the court is set up.


1. The point line is the jagged edge drawn around each of the goals. This line is referred to within this guide as a reference point when finding the proper position to shoot your yooyuball.

2. The midcourt line divides the court in half. It depends on how you oriented your game, but the side with your goal on it is your side, and the other belongs to your opponent. When the ball changes hands, the defensive teams' inactive members return to their side of the court.

3. The goalie zone is an off-limits area to members of the opposing team. If you do not shoot the ball before reaching this zone, you will lose control of it. The opposing teams' goalie also patrols this zone along the outer edge.

Here are a list of controls used in the game. Study and practice with these for easier strategizing.

SPACEBAR: Skip intros. On the field, deselects all players.
SHIFT: Return any moved players of your team to their original positions.
MOUSE: Hover over player to select. Click to release ball. If no player is selected, click moves closest player to clicked spot.
TAB: Switch between players.

 

SCORING

In game, every goal counts as one point. However, some limitations are in play. For example, after scoring nine goals against your opponent, their goalie will become invincible, moving super fast and making it almost impossible to score against (though some have). However, even if you score over 9 points, the sent score will only tally 9 points. Sorry )o:

When you send in a score, different calculations go in as to your personal score and your team score. Your personal score determines your individual rank, trophy, and overall plot points. This is a balance of your wins, losses, and draws, also based on the margin of your win or loss - for example, a winning score of 9-0 has more prevelance than a winning score of 5-4.

The team score determines your team's rank and whether it progresses to the semi-finals or finals. An updated list of rules revealed that team scores in yooyuball are based on YOUR GOALS - OPPONENT'S GOALS. Therefore, a winning score of 9-0 will send in 9 points to your team, and a winning score of 7-4 will send 3 points to your team. Don't worry, losses will NOT COUNT AS NEGATIVE POINTS. They may affect your personal score though. Overall, winning by a large margin (preferably the famed 9-0) is best for yourself and your team.

The team score is finally averaged across all players. Therefore, freeloaders, or people who sign up for a team but do not play or send scores, bring down the average of the team.
According to the Editorial in Issue 396 of the Neopian times, what were once called "freeloaders" do not hurt the overall score of the team. (View the editorial here.)

Note: Neopets HAS tried to keep their scoring strategies somewhat of a secret, but these are the rumoured/theorized/largely confirmed calculations.

 

BALL SPECS

Regular Yooyuball

Shooting with the regular yooyuball is fairly simple. You must shoot towards the corner of the opponent's goal from a spot near the point line. If you are too far from the goal, the defenders may catch the ball, but if you are too close, the goalie will be able to intercept.

 

Fire Yooyuball

The fire yooyuball acts in much the same way as the regular yooyuball, only it travels faster. (Oh, and it's on fire!) You should, as you did with the regular ball, shoot towards the corner from a spot near the point line. You can shoot from farther away than you can with the regular yooyuball, however, since the fire ball's high speed makes it difficult to intercept.

 

Ice Yooyuball
The ice yooyuball follows a straight trajectory, but moves much slower than the other balls when you throw it. Shoot towards the corner of the opponent's goal (much like you have with fire and regular), but shoot closer to the goalie, since the ball's slow movement makes it very easy to intercept.

 

Mutant Yooyuball
The mutant yooyuball curves in a slow arc over the period of its movement. Shoot from just inside the point line towards the goalie's side. It should curve into the goalpost and bounce in. Be careful though, it may curve out the opposite way that you want it to, in which case you'll have to steal it back and try again! NEW Apparently this year the Mutant yooyuball more accurately lives up to its name and mutates between the different yooyuballs during the game. It's usually the fire or ice yooyu.

 

Faerie Yooyuball

The faerie yooyuball curves out quickly once you throw it. Shoot straight at the goalie from the center of the point line. It will quickly curve out from you and land in the corner of the goal.

 

Darigan Yooyuball

The darigan yooyuball is extremely tricky and variable. When you shoot either left or right, the ball moves in the direction you face. If you shoot up or down, the ball goes exactly opposite the direction you face. And, for diagonals...


1. You throw, expecting the ball to head the way you face.
2. But wait! It heads off... over there?
3. The ball movement is a refraction of the regular trajectory over an axis that crosses your player.
4. Thus, the ball moves out at this angle, close to y=x.

You'll need to clear the defenders to allow for you to turn around to your desired angle, and then throw it. A quick way to do this is to let them have the ball in the beginning, wait until they've moved out of their defensive positions, steal the ball and then shoot at the unguarded goal.

 

Clockwork Yooyuball

The clockwork yooyuball will only last in game for about 5-15 seconds before exploding, so any attempts to make a goal must be fast and work the first time. It moves slowly, so use the same tricks as with the ice yooyuball, but if you take too long the ball with explode and send all the nearby players spinning. Some people have complained that scoring with the yooyuball adds tremendous time onto your clock, from 60-100 minutes! It's never happened to me, though.

 

2NDARY GAMES

Make Some Noise

Make Some Noise, affectionately retitled MSN by boardgoers, is reminiscent of Neopets' promotion games. This game is the epitome of button-mashing (:

In it, you try to help the crazed Altador Cup techo cheer on the teams by pressing two specified keys rapidly. What this mostly comes down to is how spazzy you can move. People have reached scores over 10,000! Do not be afraid to twist your face up and muscle spasam all over your keyboard until you break 10k - we all have to do it (:

That little pointer raises higher and higher the faster you smash the two specified buttons. Every once in a while, another key prompt will appear - pressing this button while also pressing the other two buttons boosts your score temporarily! Try and hit it right after reaching your highest score and then pressing the space bar really fast.

You can reset your keys by pressing space (thus ending your game) and then clicking "New Game". This is helpful if you want a different set of keys, perhaps ones that are closer together so you can use one hand. It's hard to press Q and P at the same time!

Tap simultaneously and not alternately. Both work, but simultaneously gives you twice the push.

Slowly tap to red, and once you reach red begin your spazmastic tapping. Don't waste your energy early on - you have 30 seconds, take your time!

If you have a really high score, don't bother trying to keep it up until the time runs out. Press space bar at any time to end your game. This gives you the freedom to submit your highest score. However, if you can keep up your crazy pace, go ahead and wait until time runs out - at 0 seconds, the game adds about a 500 point bonus to your game.

Here's a crafty tip for ya - if you have a slow running computer or you overfill your virtual memory, your Make Some Noise game will interpret your input slower, making every press seem to come faster than normal. This makes it possible to get some of those higher-end scores, like 12,000! To do this, open several applications that eat up memory to slow down your computer's processing, and enjoy 2-minute MSN supergames.

 

Slushie Slinger

In this game, you try to serve as many slushies as you can to waiting fans, as well as recollect all of the finished slushies as the satisfied customers slide them back down the counter. Therefore, there are three things you have to focus on in this game: making slushies, slinging slushies, and catching empty cups.

You start your game with 0 points and 5 lives. Points increase when you feed an angry customer a slushie - giving them the slushie they request scores you 5 points, and any other type of slushie scores you 3. You also recieve 3 points when you catch an empty cup. Your points cannot decrease. Every time an empty cup hits the ground, you send a slushie down an empty counter, or a customer reaches the end of the counter before you serve them, you will lose a life. Your game ends when you have no lives left.

Take a close look at the counters. They are not drawn to show distance - the three counters actually have different speeds and lengths.

The bottom counter is the longest and slowest. Customers on this counter tend to be a little more paitent - they take a little longer to advance, and they drink their slushies more slowly. The middle counter has the middle speed and the middle length. Customers at this counter move quick, but not as fast as the counter in the back. The back counter is the shortest/fastest counter. It has the least patient customers and the slushie cups move faster.

Try to get into a rhythm while you're playing. Put time in between your slushie slings to ensure you'll be able to catch the cups when they return. Take special note as to which counter you are serving to correctly time your slings.

If a mad dash of customers come in, usually around level six, don't worry about sending the slushie they request - just sling the closest slushie. You'll only make three points per shot, but you will be able to catch up and return to your rhythm when the shop slows down.

Like MSN, slower computers have a better chance at this game. The customers will appear slower, the empties will return slower, the slushies sling slower. All of this gives you more time to think in between slings. In the long run the higher levels will not seem as hard. You can try and slow down your computer by opening several applications to inhibit your computer's processing.

GOSSIP

Each of the different teams has one or several home bases on the Altador Cup board, the Virtupets Chat board, or other places. There, team members can chat and collaborate on strategy.

Some stereotypes have arisen from the member variety in different teams, and the most accurate depictions that I can deduce, as well as with the input of other Neopians, is reprinted here. Please don't be offended, it's all in fun, and by no means do these generalizations apply to every Neopian or team member. (: THIS WAS FOR THE ACII, and is now out of date. If you wish for updates neomail me.

A marked raise in team spirit from last year, the Altador team is proud but quiet - they haven't spent a lot of time chatting on the Altador Cup Chat, though the few team boards have been good-natured and enthusiastic. Medium sized.
Very eager and ready to compete, the Brightvale team has been on a "Hate basher bashing" spree, policing the animosity between teams.
The Darigan Citadel is a very popular team, but the huge numbers of members make it unruly and filled with freeloaders. Characterized as rude and snotty, many members go on regular bashing sprees, but this team can also be fun and enthusiastic. Very large, and a little overrated.
The Faerieland team has been historically pegged as the "sissy" team, filled with the younger neopians and little girls attracted to the pink and purple flag. Despite the whiny, crybaby stereotype, some of the members are faerieland warriors, ticked off about the stereotype and determined to prove their worth.
As the returning champs, the Haunted Woods team is very popular, but at the same time filled with freeloaders. Relatively quiet despite their large size.
The Kiko Lake team is very small, but extremely determined, sometimes acknowledged as this year's surprising underdogs.
Though not every pirate is mean, the Krawk Island team has a reputation for being snappy freeloaders whose overenthusiasim gets them in trouble on the boards. Though they may be getting a little ahead of themselves, the pirate spirit makes for fun, fast-paced boards. They're a little bogged down with freeloading grog, and many POTC fans fill in some of the useless ranks.
The newest team, Shenkuu, now houses the otakus and ninja-obsessed members of Neopia. Somewhat large due to their fresh status, the Shenkuu team is fanatical and sometimes get so into a lofty demeanor they speak entirely in proverbs.
The Lost Desert is pretty freeloader free, popular among experienced players and lost desert plotters. The LDPs, especially, make for a dedicated and fanatical group that will be formidable due to their extreme skill.
Maraqua is a team filled with loyal, dedicated members. Rather large and very talkative, this popular team has a lot of team spirit.
Meridell, despite a bad rep from board animosity last year, has returned as a very dedicated and loyal group of experienced "knights". Word has it they're rather small in numbers.
Mystery Island is a very large group that alternates between quiet and chatty periods.
The "tROO underROOs" of last year, some people expect another stunning surprise in the second cup. One of the two teams that kept up team spirit even in the off season, lots of chat and a cheery attitude mark these dedicated but kind players. However, some think the Roo Island team may be all talk this year.
The Tyrannia team is rumoured to be virtually nonexistant (almost extinct! haha). Whether they're in hiding or comprised of an insubstatial team, either way, they are very small and not very chatty.
Terror Mountain has had the biggest increase in spirit this year. Though there are few supporters, they are very enthusiastic and dedicated to the sport.
The Virtupets team seems to be very little of a threat; there is animosity between the Virtupets Chat regulars and the new Cup fanatics, with the old VPCers appalled at the on-topic boards! A very small, moderately dedicated group.

 

LINK BACK/OUT

 

Comments, suggestions? Neomail lo__mein

Thanks to fluffy_p1nk for MSN and Slushie tips

 

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